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engines/m4/adv_r/adv_player.cpp
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246
engines/m4/adv_r/adv_player.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "m4/adv_r/adv_player.h"
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#include "m4/adv_r/adv_walk.h"
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#include "m4/core/errors.h"
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#include "m4/core/imath.h"
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#include "m4/gui/gui_vmng_core.h"
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#include "m4/vars.h"
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namespace M4 {
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void Player::syncGame(Common::Serializer &s) {
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s.skip(12);
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s.syncBytes((byte *)verb, MAX_PLYR_STRING_LEN);
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s.syncBytes((byte *)noun, MAX_PLYR_STRING_LEN);
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s.syncBytes((byte *)object, MAX_PLYR_STRING_LEN);
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s.syncBytes((byte *)prep, MAX_PLYR_STRING_LEN);
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s.skip(64);
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s.syncAsSint16LE(walker_type);
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s.syncAsSint16LE(shadow_type);
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s.skip(4);
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s.syncAsByte(need_to_walk);
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s.syncAsByte(ready_to_walk);
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s.syncAsByte(waiting_for_walk);
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s.syncAsByte(comm_allowed);
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s.syncAsUint32LE(command_ready);
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s.syncAsByte(walker_visible);
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s.skip(1);
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s.syncAsByte(been_here_before);
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s.syncAsByte(walker_reload_palette);
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s.syncAsByte(disable_hyperwalk);
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s.syncAsByte(walker_loads_first);
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s.syncAsByte(walker_in_this_scene);
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s.syncAsSint32LE(walker_trigger);
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s.syncAsSint32LE(walk_x);
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s.syncAsSint32LE(walk_y);
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s.syncAsSint32LE(walk_facing);
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s.syncAsSint32LE(click_x);
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s.syncAsSint32LE(click_y);
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}
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void Player::resetWalk() {
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need_to_walk = false;
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ready_to_walk = true;
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waiting_for_walk = false;
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}
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void PlayerInfo::syncGame(Common::Serializer &s) {
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s.syncAsSint32LE(x);
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s.syncAsSint32LE(y);
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s.syncAsSint32LE(facing);
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s.syncAsSint32LE(scale);
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s.syncAsSint32LE(depth);
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s.syncAsSint32LE(camera_x);
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s.syncAsSint32LE(camera_y);
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}
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bool player_said(const char *w0, const char *w1, const char *w2) {
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const char *ptrs[3] = { w0, w1, w2 };
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for (int i = 0; i < 3; i++) {
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if (ptrs[i])
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if ((scumm_strnicmp(_G(player).noun, ptrs[i], MAX_PLYR_STRING_LEN))
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&& (scumm_strnicmp(_G(player).object, ptrs[i], MAX_PLYR_STRING_LEN))
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&& (scumm_strnicmp(_G(player).verb, ptrs[i], MAX_PLYR_STRING_LEN)))
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return false;
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}
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return true;
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}
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bool player_said_any(const char *w0, const char *w1, const char *w2,
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const char *w3, const char *w4, const char *w5, const char *w6,
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const char *w7, const char *w8, const char *w9) {
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const char *ptrs[10] = { w0, w1, w2, w3, w4, w5, w6, w7, w8, w9 };
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for (int i = 0; i < 10; i++) {
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if (ptrs[i]) {
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if (!scumm_strnicmp(_G(player).noun, ptrs[i], MAX_PLYR_STRING_LEN))
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return true;
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if (!scumm_strnicmp(_G(player).object, ptrs[i], MAX_PLYR_STRING_LEN))
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return true;
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if (!scumm_strnicmp(_G(player).verb, ptrs[i], MAX_PLYR_STRING_LEN))
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return true;
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}
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}
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return false;
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}
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void player_inform_walker_new_scale(int32 frontY, int32 backY, int32 frontS, int32 backS) {
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_G(globals)[GLB_MIN_Y] = backY << 16;
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_G(globals)[GLB_MAX_Y] = frontY << 16;
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_G(globals)[GLB_MIN_SCALE] = FixedDiv(backS << 16, 100 << 16);
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_G(globals)[GLB_MAX_SCALE] = FixedDiv(frontS << 16, 100 << 16);
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if (_G(globals)[GLB_MIN_Y] == _G(globals)[GLB_MAX_Y])
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_G(globals)[GLB_SCALER] = 0;
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else
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_G(globals)[GLB_SCALER] = FixedDiv(_G(globals)[GLB_MAX_SCALE] - _G(globals)[GLB_MIN_SCALE], _G(globals)[GLB_MAX_Y] - _G(globals)[GLB_MIN_Y]);
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}
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// This routine must also load shadow animations
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bool player_load_series(const char *walkerName, const char *shadowName, bool load_palette) {
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int i;
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int32 thatRoomCode;
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char assetPath[MAX_FILENAME_SIZE];
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char *tempPtr;
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// Load walker
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db_rmlst_get_asset_room_path(walkerName, assetPath, &thatRoomCode);
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tempPtr = strrchr(assetPath, '.');
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if (!tempPtr)
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return false;
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tempPtr--;
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if ((*tempPtr < '0') || (*tempPtr > '9'))
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return false;
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for (i = 1; i <= 5; i++) {
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*tempPtr = (char)((int32)'0' + i);
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AddWSAssetCELS(assetPath, i - 1, load_palette ? _G(master_palette) : nullptr);
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}
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// Load walker shadow
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db_rmlst_get_asset_room_path(shadowName, assetPath, &thatRoomCode);
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tempPtr = strrchr(assetPath, '.');
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if (!tempPtr)
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return false;
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tempPtr--;
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if ((*tempPtr < '0') || (*tempPtr > '9'))
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return false;
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for (i = 1; i <= 5; i++) {
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*tempPtr = (char)((int32)'0' + i);
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AddWSAssetCELS(assetPath, i + 4, nullptr);
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}
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sendWSMessage(0, 0, nullptr, 6, nullptr, 1); // Hash 6 is the shadow machine
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return true;
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}
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void player_first_walk(int32 x1, int32 y1, int32 f1, int32 x2, int32 y2, int32 f2, bool /*enable_commands_at_destination*/) {
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ws_demand_location(x1, y1, f1);
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ws_walk(x2, y2, nullptr, -1, f2);
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}
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void player_set_defaults() {
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_G(player).walker_visible = false;
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_G(player).disable_hyperwalk = false;
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_G(player).walker_loads_first = true;
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_G(player).walker_reload_palette = true;
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_G(player).walker_in_this_scene = true;
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}
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bool player_commands_allowed() {
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return _G(player).comm_allowed;
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}
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PlayerInfo *player_update_info(machine *myWalker, PlayerInfo *player_info) {
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if (!myWalker)
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return nullptr;
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ws_get_walker_info(myWalker, &player_info->x, &player_info->y,
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&player_info->scale, &player_info->depth, &player_info->facing);
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int32 status;
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ScreenContext *game_buff_ptr = vmng_screen_find(_G(gameDrawBuff), &status);
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player_info->camera_x = game_buff_ptr->x1;
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player_info->camera_y = game_buff_ptr->y1;
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return player_info;
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}
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PlayerInfo *player_update_info() {
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return player_update_info(_G(my_walker), &_G(player_info));
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}
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void player_set_facing_hotspot(int trigger) {
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player_set_facing_at(_G(player).click_x, _G(player).click_y, trigger);
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}
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void player_set_facing_at(int x, int y, int trigger) {
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player_hotspot_walk_override_just_face(calc_facing(x, y), trigger);
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}
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int calc_facing(int x, int y) {
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player_update_info(_G(my_walker), &_G(player_info));
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if (!x) {
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return -_G(player_info).y < -y;
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} else {
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double slope = (double)(y - _G(player_info).y) / (double)(x - _G(player_info).x);
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term_message("click (%d,%d) player (%d,%d) slope = %f",
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x, -y, _G(player_info).x, -_G(player_info).y);
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if (_G(player_info).x < x) {
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if (slope >= 1.25)
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return 1;
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else if (slope >= 0.1)
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return 2;
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else if (slope >= -0.1)
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return 3;
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else if (slope >= -0.4)
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return 4;
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else
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return 5;
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} else {
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if (slope >= 0.4)
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return 7;
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else if (slope >= 0.1)
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return 8;
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else if (slope >= -0.1)
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return 9;
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else if (slope >= -1.25)
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return 10;
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else
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return 11;
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}
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}
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}
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} // End of namespace M4
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